Posts Tagged ‘first screenshot’

I got some progress…

Posted by (twitter: @sirGustav)
Saturday, December 15th, 2012 4:14 am

okay.. got some early screenshots where I play around some with the tech and size of things

first screenshot

first screenshot

and a gameplay sketch based on this test:

 

looks good

looks good

There are silhouettes in the background with a batlike signal when the heroes are about to arrive and a planet/world circling to keep the player on top as he walks around beating up innocent civilians.

Yeah.. I think I’m going with this.

Progress!

Posted by (twitter: @sirGustav)
Saturday, August 25th, 2012 10:25 am

first screen

So far I’ve stolen the graphics (and sounds) from my old ludum dare entry and I intend to update it when I got some actual gameplay. At the moment you can run around, jump and avoid stars. Nothing happens when you collide with them or fall outside – yet, but that will happen soon I hope.

lunch

lunch: eggs with creamed smoked roe and hot chocolate

Slowly but surely

Posted by (twitter: @LyndonArmitage)
Saturday, August 25th, 2012 4:14 am

I started working on this at about half past 9 local time (two and a half hours ago) and now have a simple engine built that I can play with.

The first screenshot of the engine

 

As you can see, it’s very basic at the moment, and looks a bit like Asteroids (which I have made in the past) but that’s only due to me not bothering to change the background colour to a blue.

All objects will be made up of simple shapes. At the moment I have only implemented rectangles and triangles; the funny shapes you can see are just part of the background at the moment and I made them to make sure everything worked with displaying before implementing the shapes, they might even get removed entirely.

The objective of the game is to fend off increasingly advanced enemies made from similar simple shapes to you, that slowly evolve depending upon which ones last longer than the others. I plan on using a very simple genetic algorithm for cross-breeding the enemies to make them slowly evolve.

Think how Spore’s microbe stage worked and my game will hopefully be a bit similar but not as pretty and with more emphasis on evolution instead of design.

First Glimpse of ZUNZANDA

Posted by (twitter: @Phantom_Green)
Saturday, April 21st, 2012 6:56 am

So… I fell asleep and woke up 2 hours after the theme was revealed. Whoops. Didn’t plan that.
I’ve been working on the game ever since, and now it’s 10 AM. Didn’t plan that, either.

So here’s what I have so far…

I spent most of my time developing the world tiles and the … un … way that the tiles ‘work’.
The environment is destructible, and the world will reform itself after tiles are destroyed.
The core gameplay will be focused around the destruction and regeneration of these tiles.
Basic character movement is working, and the main character has a walking animation for all 4 directions.

My next move is to create the special abilities of the main character, then I’ll work on the enemies and the overall structure and flow of the game that will lead to some sort of endgame.

Then… SFX and MUSIC.

HOPEFULLY.

See ya’ll suckaz when I wake up… ugh.

Moar progress!

Posted by (twitter: @sirGustav)
Saturday, April 21st, 2012 4:01 am

4 hours in I got some completed level assets and basic jumping/collision from my basecode.

More concept and sketches

Assets in game, some partly colored and some have only lines (ignore the ninja, it will be replaced by a the-far-side looking scientist dude)

Entry #2 screenshot + dinnershots

Posted by (twitter: @sparrowspell)
Saturday, December 17th, 2011 4:11 pm

Hey there,

We’ve got the code to 70% and art at 40% done.
We’ve made a little screenshot with our hero in it.

The story is about a hermit who survives on his own and wants to be left alone.

Here’s our dinner:

Our little guardian has just devoured an intruder entering our danger room:

Alone? First Screenshot

Posted by (twitter: @codexus)
Saturday, December 17th, 2011 1:00 pm

Are you sure there is no one there?

Slow progress on the environment…

Modeled in Modo, textures with Photoshop and FilterForge, rendered in Unity

First Night Complete: AB-ALONE

Posted by (twitter: @Phantom_Green)
Saturday, December 17th, 2011 3:25 am

After an incredibly long night of arting and idea-ing… I’ve come up with my idea.

Presenting: AB-ALONE

So what is it? I’m not sure, yet… but I have a dang good idea. The main character is partially animated, and the set pieces are partially drawn. The code is partially started, and my mind is partially blown. It’s late. I’m tired. SEE YOU ALL TOMORROW!

My game for MiniLD #27

Posted by (twitter: @MujkicHaris)
Friday, June 24th, 2011 10:15 pm

This is my first time to enter this competition. I am developing 2d platform/puzzle game. It is called “Saving his code”.

STORY

Game is about two friends Tim and John. Tim is a game developer. One night unknown hacker stole his game source code. But… Tim has a big problem! He must finish his game in 10 days, and he doesn’t have his source code. So he calls John to help him find the guy that stole his source code.  In that point your mission starts!

TOOLS

I am developing this game in GameMaker. For graphics I am using Inkscape (vector art) and GIMP for rasters.

SCREEN 1
I started making this game before couple  hours ago, so this is a first screen…  Main menu.

 

Main menu 1st build (Click to enlarge!)

 

The game is afoot!

Posted by
Saturday, April 30th, 2011 1:28 am

A 2d puzzle platformer? How original! Here is the first screenshot of Aband0n where you will be doing some interesting things with viewports.

First compo, first idea, first screenshot

Posted by (twitter: @allinlabs)
Friday, December 17th, 2010 9:25 pm

Hello mates !

To tell the truth I don’t like this theme. Also, this is my first attempt to any game making’s jam. I hope I’ll find a way to make my game :)

I have plenty of food, coke and coffee. So I’m ready. Here’s my idea :

I’m taking the word ‘Discovery’ as what happen when you Explore & Stuff. So it will be a Space RTS gameplay where at start you control a “home world planet” bound to a sun with (fake) gravity – I sucks at physics things. On the journey, you’ll have fight in space battles against (scary?) aliens. Your goal is to expand, control the solar system(s) and eliminate all the aliens…

Rotating planets :
LD19_screenshot1

By the way, the game is in Python2.6, using pygame (SDL) and pycairo (Cairo) library. Currently on GNU/Linux, I hope Windows version will be fine.

Gooood Morning

Posted by
Saturday, August 21st, 2010 9:32 am

I have some progress to report.

First off, breakfast:

nomies

nomies

Second of all, here’s that snazzy starfield I promised:

oooh, pretty

oooh, pretty

If all goes well, that will be the area for the final boss in the game. For now it’s just a pretty title screen. Now comes the question. White stars or colored stars? Hmm.

Posted by (twitter: @frimkron)
Saturday, August 21st, 2010 4:21 am

Ok, here’s a screenshot of the single graphic I have drawn and the window I have got it appearing in:
screen1

I tried to get Felix to design me a game, but she hates the theme.
cat1cat2

Pacifist Penguin Screenshot

Posted by
Saturday, April 24th, 2010 1:05 pm

I now have a somewhat working prototype of the game mechanics worked out and a screen shot! It isn’t too much to look at right now, but what I have works pretty well so far.

Here is the screen shot, I will explain what’s going on below:

So basically the idea is that you are this penguin (white rectangle) and you must avoid the enemies (sharks or whatever eats penguins) here represented by the red squares. The brown squares are islands and while on an island, you can not be eaten. However, the islands only stay around for a short time before they disappear and reappear somewhere else. You gain points through a combination of how much time you spend off of the islands and how many fish you eat (the green squares) which also appear and disappear.  Oh, I forgot to mention, you have no offensive ability.

I still have a bit of work to do, like implement the enemy AI, figure out the score calculation and play with the mechanics a bit. I also have a really interesting idea for the graphics that I want to create tonight that will replace these rectangles.

Look ma, islands!

Posted by
Friday, April 23rd, 2010 8:25 pm

null
It’s pretty amazing! (not really)

So yeah, got some WACKY GRADIENTS and some islands which look identical! (and scroll, but you can’t tell from the screenshot) Next is different shapes of islands, and possibly clouds.

7 hour screenshot

Posted by (twitter: @Phantom_Green)
Saturday, December 12th, 2009 2:14 am

I spent my first 3 hours designing the main character and coming up with an art style. I then coded the basic character movement and added a particle effect during the following 4 hours. Add in some playtesting, IRC, and blog reading and you’re looking at my entire Friday night.

I’m super tired, so I think it’s time to hit the sack. I can only hope that I remain this productive tomorrow.

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